I will definitely be looking into that tank setup. I really, really wanted to get vehicle AI in here. I mean I could always just create a vehicle model and animate it, then just use a character blueprint parent class instead of vehicleCharacter.
Oh that ticket system is a neat idea. I’ll have to look more into Dawn of War. I’ve never been too huge on RTS games (oddly enough) but that looks awesome. And man, that Community RTS thing would have been awesome to look at about a month and a half ago. It’s funny, it looks like their fog of war solution is the same one I came up with. I’m still not sure how to set visibility to certain players only, though.
I spent the day working on my behavior tree and I have a pretty decent enemy AI working so far. When I say enemy AI, I really mean all of my soldier units will have the same behavior tree. All I really had to do was set up some behavior tree tasks for my AI_Worker and AI_Soldier and then just implement them conditionally based off of target/surrounding AI’s faction. Each player will have a unique faction represented by an int assigned at the beginning of the game. Everything spawned by that player will have the player’s team number. So when a player right clicks on an interactable object, a check will be run to determine if the target is within the same faction as the player. If not, hostile actions will take place.
I thought it’d take a week or so. Only took a day. I’ll be uploading a video here in the next few days after this step is finished. After that it’s onto making sure EVERYTHING is polished (and possibly adding a vehicle if I can get a good one working).